227 lines
8.3 KiB
Plaintext
227 lines
8.3 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name MICS Config File
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//:: FileName asg_cfg_mics
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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This is the options file for the ASG MICS
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project.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Donny Wilbanks
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//:: Created On: 4/26/03
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//:://////////////////////////////////////////////
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// Set Price for Items
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void main()
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{
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// Item Level
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int iLevel_1,iLevel_2,iLevel_3,iLevel_4,iLevel_5,iLevel_6,iLevel_7,iLevel_8;
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int iLevel_9,iLevel_10,iLevel_11,iLevel_12,iLevel_13,iLevel_14,iLevel_15;
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int iLevel_16,iLevel_17,iLevel_18,iLevel_19,iLevel_20,iLevel_Plus;
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// Scroll & Potion Level
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int iLevel_p1,iLevel_p2,iLevel_p3,iLevel_p4,iLevel_p5,iLevel_p6,iLevel_p7,iLevel_p8;
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int iLevel_p9,iLevel_p10,iLevel_p11,iLevel_p12,iLevel_p13,iLevel_p14,iLevel_p15;
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int iLevel_p16,iLevel_p17,iLevel_p18,iLevel_p19,iLevel_p20,iLevel_pPlus;
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int rMISC_COPYOBJECT;
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int rMICS_XPCOST;
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float rMICS_MATERIALCOST;
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int rMISC_BUILDTIME;
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// ***************************
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// **
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// ** Material Cost
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// **
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// ** Standard Material Cost is equal to 1/2 the Base Gold Peice Cost of the
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// ** item being made.
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rMICS_MATERIALCOST = 0.5;
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// ***************************
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// **
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// ** XP Cost
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// **
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// ** Standard 3e rules throws out the XP cost at 1/25 the cost of the
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// ** material cost. You may change that here.
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rMICS_XPCOST = 25;
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// ***************************
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// **
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// ** CopyObject
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// **
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// ** This works by copying the object in the Item List Chest to the players
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// ** inventory. Advantages to this is that you can make a number of
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// ** modifications to the item without changing the blueprint and having to
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// ** make a new item resref. Draw back is that many scripts that deal with
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// ** inventory destroy & recreate the item. If this happens with a modified
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// ** item that has been copied, it will return to it's original resref.
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rMISC_COPYOBJECT = FALSE;
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// ***************************
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// **
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// ** Build Time
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// **
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// ** Some DM's may wish to limit how often a player can build a new item
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// ** this time is expressesd in game hours. Defualt is 0;
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rMISC_BUILDTIME = 1;
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// ***************************
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// **
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// ** Item Level Build Restriction -
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// **
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// ** Not happy with level restriction I placed on the build item requirement
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// ** you can change that here. Each iLevel_X represents a character level
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// ** with that particular class. Just Change the Number and that will change
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// ** the gp value and level. Note there is a seperate Price List for
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// ** Scrolls & Potions.
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// *** Level 1
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iLevel_1 = 1000;
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// *** Level 2
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iLevel_2 = 1500;
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// *** Level 3
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iLevel_3 = 2500;
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// *** Level 4
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iLevel_4 = 3500;
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// *** Level 5
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iLevel_5 = 5000;
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// *** Level 6
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iLevel_6 = 6500;
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// *** Level 7
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iLevel_7 = 9000;
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// *** Level 8
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iLevel_8 = 12000;
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// *** Level 9
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iLevel_9 = 15000;
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// *** Level 10
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iLevel_10 = 19500;
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// *** Level 11
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iLevel_11 = 25000;
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// *** Level 12
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iLevel_12 = 30000;
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// *** Level 13
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iLevel_13 = 35000;
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// *** Level 14
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iLevel_14 = 40000;
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// *** Level 15
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iLevel_15 = 50000;
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// *** Level 16
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iLevel_16 = 65000;
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// *** Level 17
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iLevel_17 = 75000;
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// *** Level 18
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iLevel_18 = 90000;
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// *** Level 19
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iLevel_19 = 110000;
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// *** Level 20
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iLevel_20 = 130000;
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// *** Over 20th level - 1 level for each (iLevel_Plus) over 20+
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// *** how is this possible? See The Enchanted Anvil & Holy Alter for detials.
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iLevel_Plus = 20000;
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// ***************************
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// **
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// ** Scroll & Potion Level Build Restriction -
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// **
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// ** Not happy with level restrictio I placed on the build item requirement
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// ** you can change that here. Each iLevel_pX represents a character level
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// ** with that particular class. Just Change the Number and that will change
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// ** the gp value and level.
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// *** Level 1
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iLevel_p1 = 40;
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// *** Level 2
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iLevel_p2 = 80;
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// *** Level 3
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iLevel_p3 = 120;
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// *** Level 4
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iLevel_p4 = 210;
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// *** Level 5
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iLevel_p5 = 300;
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// *** Level 6
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iLevel_p6 = 430;
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// *** Level 7
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iLevel_p7 = 560;
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// *** Level 8
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iLevel_p8 = 730;
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// *** Level 9
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iLevel_p9 = 900;
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// *** Level 10
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iLevel_p10 = 1110;
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// *** Level 11
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iLevel_p11 = 1320;
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// *** Level 12
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iLevel_p12 = 1570;
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// *** Level 13
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iLevel_p13 = 1821;
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// *** Level 14
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iLevel_p14 = 2111;
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// *** Level 15
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iLevel_p15 = 2401;
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// *** Level 16
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iLevel_p16 = 2731;
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// *** Level 17
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iLevel_p17 = 3061;
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// *** Level 18
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iLevel_p18 = 3411;
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// *** Level 19
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iLevel_p19 = 3761;
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// *** Level 20
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iLevel_p20 = 4111;
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// *** Over 20th level - 1 level for each (iLevel_Plus) over 20+
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// *** how is this possible? See The Enchanted Anvil & Holy Alter for detials.
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iLevel_pPlus = 500;
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// ************************************************************************
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// **
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// ** Store Varibles to Mod.
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// **
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SetLocalInt(GetModule(),"ASG_MICS_COPYOBJECT",rMISC_COPYOBJECT);
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SetLocalFloat(GetModule(),"ASG_MICS_MATERIALCOST",rMICS_MATERIALCOST);
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SetLocalInt(GetModule(),"ASG_MICS_XPCOST",rMICS_XPCOST);
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SetLocalInt(GetModule(),"ASG_MICS_BUILDTIME",rMISC_BUILDTIME);
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// ** Store Item Level Restrictions
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_1",iLevel_1);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_2",iLevel_2);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_3",iLevel_3);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_4",iLevel_4);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_5",iLevel_5);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_6",iLevel_6);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_7",iLevel_7);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_8",iLevel_8);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_9",iLevel_9);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_10",iLevel_10);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_11",iLevel_11);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_12",iLevel_12);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_13",iLevel_13);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_14",iLevel_14);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_15",iLevel_15);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_16",iLevel_16);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_17",iLevel_17);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_18",iLevel_18);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_19",iLevel_19);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_20",iLevel_20);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_Plus",iLevel_Plus);
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// Set Potion & Scroll Level Restrictions
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p1",iLevel_p1);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p2",iLevel_p2);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p3",iLevel_p3);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p4",iLevel_p4);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p5",iLevel_p5);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p6",iLevel_p6);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p7",iLevel_p7);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p8",iLevel_p8);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p9",iLevel_p9);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p10",iLevel_p10);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p11",iLevel_p11);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p12",iLevel_p12);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p13",iLevel_p13);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p14",iLevel_p14);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p15",iLevel_p15);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p16",iLevel_p16);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p17",iLevel_p17);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p18",iLevel_p18);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p19",iLevel_p19);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p20",iLevel_p20);
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SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_pPlus",iLevel_pPlus);
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// Attempt to Scatter Books Across the Mod
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ExecuteScript("asg_rseedbooks",GetModule());
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}
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